Paladin: Oath of Enlightenment

The Oath of Enlightenment is a rigorous Oath, undertaken by few, but those who take this Oath understand the need to not only hone the body, but the mind as well. When a Paladin's sword is dulled, their shields broken, and their armor cracked, Enligtenment Paladins know their mind can be their most powerful weapon! They know that knowledge is a tool and can be used to both help and harm.

Tenets of Enlightenment

Enlightenment Paladins come from a variety of backgrounds; such is benefit that all creatures and casts are capable of learning. As such, the words may change, however the meaning of them does not.

Every Problem Has a Solution - Just because a situtaion seems dire, doesn't mean hope is lost. Keep thinking.

Failure and Success are Never the End - Celebrate your victories and learn from your defeats. The path to Enlightenment is one that is paved with both failure and success.

Knowledge is For Everyone - Knowledge is a resource without limit and should be shared amongst all who wish to indulge.

Tools of Enlightenment

You gain Proficency in the Insight or Arcana Skill. If you already have Proficency in Insight, you instead gain Expertise. In addition, you may use any Arcane Focus instead of a Holy Symbol for your Spells.

Oath Spells

You gain Oath Spells at the levels listed.

Oath of Enlightenment Spells

Paladin Level Spells
3rd Comprehend Languages, Dissonant Whispers
5th Blindness/Deafness, Tasha's Mind Whip
9th Clairvoyance, Tongues
13th Arcane Eye, Raulothim's Psychic Lance
17th Legend Lore, Synaptic Static

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options.

Divine Expertise

Taking all of your scholarly knowledge and amplifying it with divine application, you push your skills to new heights for a limited time. As an Action, for the next 10 minutes, you gain Expertise on the next Skill Check you make. If you make the same Skill Check, you maintain Expertise until you make a different skill check or 10 minutes have passed. You may also use this for any Tool following the same parameters as a Skill. The skill or tool must not be benefitting from other such instance of Expertise.

Mental Battle

In combat, you've learned to ferret out information on your opponents. Looking for tells in their body language, signs of fatigue, or wary glances thrown about. As a Bonus Action, you can activate your Channel Divinity to learn any 2 of the following information on a creature within 30 feet of you. Damage Vulnerabilities, Damage Resistances, Damage Immunities, and Condition Immunities or current Hit Point Total.

Aura of the Psychic

The power of your mind has grown exponentially, and continues to do so, granting those around you protection from threats to their own minds, as well as connecting your allies Starting at Lv. 7, any creature you deem friendly within 10 feet of you has Resistance to Psychic Damage. These same creatures can telepathiclly communicate with each other as long as they remain in your aura.

At 18th Level this range increases to 30 feet.

Psychic Sword & Shield

Your mind is a honed weapon and also a dangerous place for enemies to attack:

  • Whenever you deal Psychic Damage, you can choose an enemy within 10 feet of the target to make an Intelligence Saving Throw against your spell save DC or take half the damage rolled for the Spell.
  • When you take Damage, you can use your Reaction to make the source of the damage take Psychic Damage equal to 1d10+your Charisma Modifier. You can perform this Reaction a number of times equal to your Proficency Bonus and regain all expended uses on a Long Rest.
  • When you deal Psychic Damage to a Creature by any means, you can communicate telepathically with it, if it is a creature with an intelligence of at least 8, no action required. This telepathy lasts for 1 minute or until you hit strike a different creature with Psychic Damage. You can only communicate this way with one enemy at a time.

Enlightened One

Your studies, experiments, and practical application have allowed you to, as a Bonus Action, open your third eye and achieve Enlightenment for 1 Minute. Your body shines and flickers in and out of existence, with a luminiscent third eye appearing somewhere on your form. You gain the following benefits.

  • You become Immune to Psychic Damage.

  • As essentially a Living Thought, you are not bound by traditional constraints of movement. As a bonus action, you may teleport to anywhere you can see within 30 feet of yourself. In addition, all attacks you make deal an additional 2d6 Psychic Damage, which ignores Resistance and treats Immunity as Resistance. (This does not stack with ignoring Resistance.)

  • You may cast Dominate Monster & Hold Monster once per Transformation as and the target makes their saves at Disadvantage. You may cast these spells without having them prepared.

Once you use this Bonus Action, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.